Mystic Skill List

These are Skills that are SPECIFIC to Mysticss and/or Skills that the Mystic BEGINS with as part of his character creation.

These are IN ADDITION TO Basic Skills that all characters start with.

Available Weapon Proficiencies for Mysticss
Firearms: Pistol Light Club/Baton
Firearms: Long gun Staff
Swordsmanship Crossbow
Fencing Archery
Knife Brawling
Knife Throwing

Weapon Proficiency

Class Initial Number Non-Proficient Penalty Added Weapon Proficiency Per Level
Mystic 2 -4 1/4

 

MYSTIC STARTING SKILL LIST

Skill
Relevant Ability
Notes & Modifier Check
Reading and Writing* Intelligence Mandatory for Mystics
Research Intelligence Essential skill for gathering research materials to enhance understanding
Ritual Intelligence Knowledge of the symbolism, actions and trappings of HOW to perform the various (non Mystic) rituals of the Faith.  Burial service, marriages, baptisms, etc.
Public Speaking Charisma Skill of being comfortable at public speaking, specifically in this case, delivering Sermons
Knowledge,  Theology Intelligence This represents the History of the Mystic’s personal Faith.  Knowing the names and histories of real and purported Mystics, Saints, Prophets, Philosophers, Popes, etc of the past. The existence and names of books and tomes on the Faith’s core subjects, recognizing various symbols, icons, etc. This is a prerequisite for Advanced Theology.
Meditatation Wisdom A successful skill roll in Meditation will make it possible for an Mystic to concentrate on studying, praying and preparing spells for the next day, even in an otherwise distracting environment (Noisy tavern, pitching ship, clattering train car… It will not assist if the Mystic is actually interrupted, struck, etc. A failed roll may be rerolled 20 minutes later. But three failures in a row will mean that the Mystic has to give up for at least an hour before trying again.
Language Intelligence In addition to their native language (or English) Mystics speak, and read and write, the language associated with their Faith.  Latin for Catholic and Protestant Mystics.  Hebrew for Jewish.  Arabic for Islamic.  Greek (or Russian) for Orthodox and so on. This language is used in Orisons, ‘spells’ Rituals and is used im many (but not all) religious texts.

 

These Optional Skills (below) can be learned by a Mystic

OPTIONAL MYSTIC SKILL LIST

Skill Relevant Ability Notes & Modifier Check
Knowledge, Advanced Theology Intelligence Includes knowledge of Other Faiths and their tenets, beliefs and symbols, etc. Heresies
Knowledge, Forbidden Lore Intelligence This includes information about Cults, Witchcraft, Demons, various monstrous beings and creatures,  legends, rumors. (Not always 100% accurate!) Must know Advanced Theology
Knowledge, Runes Intelligence There are several Runic languages and each one is a unique skill. Examples include; Anglo-Saxon runes, Elder Futhark, futhork or Medieval Runes, Ogham, etc
Languages, Ancient Intelligence Each Ancient Language is a Unique skill. Ancient Greek, Latin, Arabic, Aramaic, Hebrew and Egyptian are the ‘basic’ ancient languages in researching magic. There are more obscure ones.
Languages, Modern Intelligence Modern Greek, German, French, etc can be valuable in research as well as when called upon to travel to distant libraries and exotic locations. Each language is a separate skill.
Mental Resistance Wisdom Successful use of this skill will give the Mystic enhanced Will Power in resisting (Saving) versus Mental attacks such as Hypnotism, Charm, Command, etc for a period of ten minutes per point invested in the skill.
Mental Focus Wisdom Successful use of this skill before attempting any complex Intelligence or Dexterity based skill is the equivalent of ‘Taking 10’ to complete the task.
Herbalism Intelligence Knowledge of roots, herbs, leaves, bark, fruits, berries, etc and their uses and preparation and preservation for a variety of Natural Potions, tinctures, salves, ointments. Each of these ‘formulas’ must be learned or discovered, These are primarily medicinal in nature, though some can produce poisons. None of these will produce ‘Fantastic Effects’ (that is Alchemy)